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Rustafied

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  1. Rustafied

    Better not pout, I'm telling you why...

    3:30am EST - It’s that time of year again! The Rust Christmas event starts today and will last till January 3rd. In addition to the classics from previous years - you know, presents, stockings hung by the chimney with care, and every Newman rocking an Eoka - Helk and Co. have some fresh ways to spread the holiday cheer. There’s also some improvements to electricity! To get all this live, a mandatory server and client update will occur. As with all updates, there is no set time for when it’ll hit, but we’ll tweet the moment it does. This update will not force a wipe. All Rustafied set to wipe today will do so at their regular scheduled time (5pm EST/GMT/AEDT). See everything in action live on our update preview stream starting at 3pm EST. Follow @Rustafied for news throughout the day. Santa’s Sleigh!Every Rust players Christmas in game wish has come true. Gone is the loud, soulless rumble of the C130. Instead, sleigh bells crescendo as you look up to find Rust Santa (a scientist dressed up as old St. Nick) and his sleigh soaring through the sky, magical sparkles in tow. As it flies overhead, a giant present is released which floats down, with glistening stars trailing the way. The loot is still the same, but damn if it ain’t festive as fuck. Snow MachineLike the Halloween event, there will be exclusive items available for purchase on the item store (released around when the update hits). Probably most exciting of them all, players will now be able to bring a bit of Christmas to them - even if they live in the desert. The Snow Machine has arrived and it does exactly what you think - makes snow! Think the fog machine, but for snow. Candy Cane deployablesOutdoor base decorations has gone up a notch this year with the addition of the very tasteful giant Candy Cane and Lollipop deployables. Plop them all over your yard to ensure your neighbors know just how big of a holiday spirit you’re packin’. Presents!As with previous Xmas’s, you can expect to be occasionally graced with presents. If you hear some jingle bells, look up, and there’s no sleigh in sight, go looking around as several presents may have spawned in your general area. Whack them a bit (they have 30 health) and you’ll be treated to 1 or more small or medium presents. These presents can be unwrapped or upgraded to higher tiers, which yield better loot. At the moment, this appears to be the same loot as last year's event. Small PresentPossible Contents Reindeer antlers ~245 wood ~124 stone ~36 metal frags ~3 chocolate bars Candy cane club Eoka + 10 shells Upgrade to medium 10 Medium PresentPossible Contents Waterpipe + 10 Shells Syringe 150 Low Grade Fuel 1000 Stone Small Stocking Pookie Bear Salvaged Cleaver Upgrade to large 5 Large PresentPossible Contents Revolver + 20 Bullets 20 High Quality Metal Pump Shotgun + 12 Buckshot 250 Crude Oil Flame Turret Large Stocking StockingsHung around the chimney (err, campfire) with care, this duo of deployables loads up with items over time - a long time. You’ll know when there’s some goodies inside when they start dazzling sparkles from the top. Small Stocking~250 wood ~150 stone ~25 metal frags Eoka + ~10 shells Reindeer antlers Candy cane club ~5 Chocolate Bars Coal Super Stocking~250 wood ~150 stone ~50 metal frags Eoka + ~10 shells Waterpipe shotgun + ~10 shells Medical Syringe Coal Electricity improvementsAll the work this week hasn’t just been on the xmas event. Some fixes to the newest system to grace us with its presence have made it in. Helk has done a ton of fixes and changes to electricity. Along with fixing some weird battery charge / discharge issues, he’s made it so batteries have less capacity but a higher charge efficiency. He’s also fixed batteries not being able to be wired in a series and made it so they much have at least 5 seconds of juice to begin discharging. Some items have been tweaked as well, including root combiners can now be stacked with other root combiners. They also now have short circuit detection. The output of solar panels has been lowered to 20 and its output is now also scaled by health. In addition, ceiling light sounds are now less loud and annoying. Finally, some descriptions have been updated and the branch and combiner no longer show the title of, ‘blocker’ when aimed at. Other thingsNerfed junkpile scientist aggro distance. Fixed junkpile scientists not always switching between flashlight and research gear correctly. Tweaked Military Tunnel scientist damage output. Fixed some M39 sounds not playing Holiday Build ContestWe’re running a Holiday Build Contest! Since last weekend, players have been joining a special server and and building their own holiday scenes and paintings. The contest will run till the end of the month and we’ll be giving out VIP packages to the winners. More details here.
  2. Rustafied

    Eureka!

    12:00am EST - December is upon us, and with it, an an update we’re ex-static about! A powerful new dynamic has made its way into the game, opening up a slew of new options for base comfort and security. We’ve also got a new weapon, exclusive helmet, and more! As with all updates, there is no set time for this one to go live. Generally speaking though, the patch tends to hit between 2 and 5pm EST. Our update stream goes live at 3pm EST (or earlier if the patch is imminent). Follow @Rustafied for news throughout the day. Electricity is here!A system long in the depths of concept limbo is finally here. Electricity provides a powerful new set of tools for Rust players, allowing for tons of fresh possibilities in the realm of base defense, automation, and more! An addition to the game of this magnitude calls for an entire guide, and that's just what we’ve created. For details on every new electric item along with practical examples, check out our fresh guide, “Electricity in Rust”. For those who aren’t looking for something quite so in depth, here’s a summary of the main things to know about this shocking new functionality. As with all new additions to the game, don’t be surprised if some of this information changes. We’ll keep stuff up to date as much as possible… View Full Guide Power generation and storage Before setting up those laser traps and pressure pads, you’re going to need to generate some electricity and store it. For getting that electricity, you have two options: the Large Solar Panel or Wind Turbine. For storage, you have two choices, a Small or Large Battery. Keep in mind, all of the electric items (with the exception of the wire tool) are non-default blueprints. Connectivity Once you have a source of power, you’re going to need some way to connect the devices. Enter: the Wire Tool. This item is crafted with High Quality Metal and facilitates the flow of electricity through various power-hungry pieces of equipment. To work with wire, equip it then left click on an attachment cube of one of the devices you’d like to connect (it looks like an off white box which expands and turns yellow when you point at it). From there you can left click on the wall to pin the wire (cable management anyone?) and guide the wire to the other item you’d like to connect. Wall in the way? No problem, simply walk around to the other side and the wire will go straight through. Each run of a wire can travel up to 30 meters or 16 pinned points. The wire tool itself has an unlimited amount of wire at the moment, so go nuts! Switch it up Next up, you probably want some ability to toggle this electricity on and off. For that, we’ve got a couple options: switch, pressure pad, laser detector, and timer - each one is pretty self explanatory as far as what it does. Mount them and hook up a wire to the input and output. Drop some logic Now that you’ve got a power source, switch, and some wire, you may want to step it up a notch with some logic. For this we’ve got an array of items such as a AND / OR / XOR Switches, Blocker, Counter, and Memory Cell. These items open up a ton of opportunities for lighting set ups, traps, tracking, and more. You might want to brush up on your electrical engineering skills though, the complexity can go up drastically as you add more things into the mix. …and more! There’s several other items which utilize electricity including a door controller (for opening and closing doors) and various wiring tools like a splitter, branch, and combiner. You can also run electricity to ceiling lights to operate them. Best of all, this is only the beginning, we expect more electrical items to be added in the future. M39 addedA new addition to the Rust arsenal has arrived! The M39 is a semi automatic military grade weapon. With a 20 round clip of 5.56 ammo and 3 attachment slots, this new rifle has greater range, deals more damage, and fires faster than its less militant cousin, the Semi Automatic Rifle. Like all other military grade weapons, this gun cannot be crafted or researched. At the moment, the only place to find one is in Bradley crates - this may change in the future. Underwear censorshipStreamers rejoice as Facepunch upped its game when it comes to hiding Newman's private parts. No longer must you rely on the temperamental pixelation of naughty bits - form fitting undergarments have been added as an option. To select, simply toggle the nudity setting on the bottom of the main options menu. Clatter HelmetA funky new helmet has made its way into the mix this month. To commemorate the launch of their newest game, Clatter, Facepunch has added this special item. Only available to those who purchase the game, the Clatter Helmet provides the same protection as a Bucket Helmet (and looks freaking cool to boot). Don’t expect to be prancing around after the fresh wipe in one of these quite yet as Clatter is not yet available for purchase on the Steam store. Stay tuned later in December once it releases for access to this exclusive new headgear. Ladders on cargo shipsBoarding the cargo ships which circle the waters of Rust has gotten a bit easier this update as ladders can now be placed anywhere on the cargo ship. AI TweaksThe AI in Rust has been buffed a bit with improvements to the NPC’s in Military Tunnels. Junkpile NPC’s will also now prefer to hug to cover rather than chase players over open terrain. Finally, when moving to maintain cover, it’s now ensured they are allowed to fire at will. Happy Birthday Rust!Rust is turning 5 in a couple days! To celebrate this occasion, a Birthday Cake item has been added. It functions similar to a Rock but deals a bit more damage. Word is you’ll spawn with this item on the actual birthday, December 11th. Other stuffOil rig monument didn’t quite make it in this month (expect to see it in the January update). Fixed ore spawn issues on custom maps with certain biome distributions Minor Hapis fixes / tweaks Storage boxes drop their items at the last position they took damage at
  3. Rustafied

    80 percent charged

    12:00am EST - Almost there! It’s a bit of a slow week for commits as the team is putting the final touches on the electricity update. We’ve seen commits trickle in so we are hopeful for a polished update with a smooth rollout. Our update preview stream goes live at 3pm EST. Follow @Rustafied for news throughout the day. Wired upThe wire tool now notifies you of errors such as being too far and the like. You can now also place wires through walls. This should allow for some interesting creations. Hunting bowThe hunting bow has received a change this week. No longer during a fight where you are continuously firing arrows will you suddenly need to stop to reload your bow. Additionally, the bow should feel more responsive. M39We had a small preview video last week showing off this new military grade rifle, no word on it’s status yet as it hasn’t made it to the staging branch. Other stuffFurther improvements to scientist AI Electrical branch has UI menu Oilrig progress
  4. Rustafied

    Turn down for watt

    12:00am EST - Work on bringing electricity to Rust continues this week as several new items have been added to the electric arsenal. There's also a new weapon and monument on the horizon. Our update preview stream goes live at 3pm EST. Follow @Rustafied for news throughout the day. Electrical work continuesHelk and team have been diligently adding to and improving on electricity in Rust. Along with a slew of other things, laser detectors range has been increased and the door manipulator is now working as intended when switched on and off rapidly. There’s also several new electrical objects in the mix. For more on all the electrical components coming with electricity, check out our previous post: Electricity in Rust! Large BatteryEnergy storage options have increased this week with the addition of the Large Battery. Like the Small Battery, this puppy stores electricity when hooked up to a power source. As you probably expected, the Large Battery just holds more than its younger sibling. Memory cellAn addition which opens up some interesting possibilities, a 1 bit storage component has been implemented. To quote this items description, “SET input will set the value to 1 CLEAR input sets the value to 0. Output will provide connected power if value is 1, Inverted output will provide connected power if value is 0. This is also known as a D-Type Flip Flop.” Electrical branchNot to be confused with the ‘branch’ of code a coder develops on, the Electrical Branch is a new object which allows you to branch power off from a main line by a set amount. Root combinerWhere the Branch splits power up, the Root Combiner joins two root electrical sources into a single signal. Helpful for stringing together low energy batteries or solar panels to produce higher power output. M39 Incoming!Tom has polished up some things with the newest weapon to grace Rust. Posting on his ArtStation page, he added some renders and a video: No word on exactly when this’ll make it in game, but I wouldn’t be surprised if it was in for the December 6th update. Other stuffOilrig work continues AI optimizations and improvements. Added hurt triggers to elevators so you're killed when they crush you.
  5. The numbers aren’t final yet - as the skins are still for sale till Thursday - but it is clear, Charitable Rust 2018 has raised over $30,000 charity: water! Over $11k in stream donationsWe started with an $10,000 goal on our Tiltify campaign for the 12 hour stream. After reaching that with around an hour to spare, the donations kept coming in and we reached a total of $11,600 on stream. A huge thank you to everyone who donated, tuned in, and spread the word about this campaign to help us not only meet, but beat our goals. Skin sales: still going!Thank you to our talented skin team, Helk, and the entire crew at Facepunch for partnering with us to get three skins on the item store, the proceeds of which go towards our goal also! If you haven’t already, it’s not too late to grab yours on the item store (available till Thursday). Although we don’t have an exact number at the moment, it’s estimated over $20,000 of the sales will be donated towards our goal. Once sales are complete, the proceeds will be donated to finalize the Tiltify campaign. Get the skins! Exact total coming soonGiven these two numbers, we can reliably say Charitable Rust has generated over $30,000 for charity: water this year. We’ll check back in soon with a final number once the skin sales are complete. Top donorsThank you to everyone who donated during the stream, and a special thank you to our top donors of the day: Rudeolph Grimmfang13 /r/playrust Mod and server team Kobalt Errn (Rusty Moose) Rustypot Tower CoconutB To our special guestsThis year was without a doubt a star studded affair! Thank you to every celebrity guest who showed up, including Tank Girl, Vertiigo, DyannaTV, ThatGermanGuy, RePug, CoconutB, hJune, SippyTango, AJ, Guacamole Jones, Miss Geek, irisk, DOA, Ser Winter, Trausi, Bizzlesnaff, Holdacious, mammoth, JonnySomthing, JuxtoG, AquaFPS, Shadowfrax, Ray C, MarkPLayz, Mister Flak, RePug, Ramsey, Vertiigo, Modgey, Welyn, Helk, Alistair, Holmzy, and everyone else! You all helped attract a huge audience and filled the day with awesome event after awesome event. On behalf of our VIP’sA special thank you goes out to every Rustafied VIP. It’s the VIP program which keeps Rustafied operating - without it we would not have the presence and servers which we do. We’ve saved some of the proceeds throughout the year for this and, on behalf of you all, Rustafied donated $1,800 during this event! To the production teamThis years event was by far the largest yet, and it took literally thousands of hours to set up the server, prizes, invites, and everything else which went into the production. From the bottom of my heart, thank you to the entire team which helped out. There are way too many of you to name, but you know who you are, and I love you all! Thank you to everyone elseThese acknowledgement posts are always difficult, especially with such a large event. So many people helped us reach (and beat) our goal, it is simply impossible to adequately acknowledge everyone. To all of you who donated, watched the stream, spread the word about the event, or participated in any way - I thank you. If I missed a special mention to someone in particular, I apologize, and please know that I am grateful for what you did. Didn't get your prize?A lot of people participated in various events throughout the day. In all the commotion, we were unable to track some people down. So, if you're owed a prize and we haven't reached out yet, please join the Charitable Rust Discord and message pandapuffs. Congratulations and thanks again to all who participated!
  6. Rustafied

    Charitable Rust is today!

    That’s right! The time is here - Charitable Rust is today! Starting at 11am EST, join us for our 12 hour live stream charity event, raising funds for charity: water. Check out the Charitable Rust skins now on the item store! All proceeds from sales of skins go to charity: water. Donate now Watch live video from Rustafied on www.twitch.tv
  7. Rustafied

    Charitable Rust is on Saturday!

    That’s right! The time has almost come - Charitable Rust is just around the corner. Starting at 11am EST this Saturday, join us for our 12 hour live stream charity event, raising funds for charity: water. All proceeds this year go to: All about electricityElectricity has made its way onto the staging branch this week. For a full summary of what to expect, check out our previous article.
  8. Rustafied

    Electricity in Rust!

    An exciting new dynamic is making its way in game this month - electricity has struck the staging branch. A work in progress, many electricity related items have been added, and the base of this new functionality is taking shape. This article summarizes the core components of electricity in Rust as it stands now. Keep in mind, this is still in active development, and much is subject to change prior to going live in the game. Given this, I’m not delving too deep into specific costs and numbers, as they are likely not finalized. Wire ToolThe fundamental connection between all these new items, the Wire Tool is a core component of electricity. To use it, simply equip, right click on an electrical object, select your choice on the wheel, and then connect to another object. You can also left click while dragging the wire to pin it to that part of the wall or floor. Small generatorThe first step to powering anything is to find a source of electricity of course! That’s where the small generator comes into play. Placed on the ground or a shelf, the small generator produces power for up to 3 external sources. At the moment, it doesn’t require any fuel, but I expect that to change prior to this functionality going live. Large Solar PanelAnother source of power, Large Solar Panels can be placed around and used to provide items electricity. As you probably guessed, this only provides power when the sun is actively hitting the panels. For example, if you attach a solar panel directly to a door controller, it’ll keep the door open during the day, then shut it at night. You can also connect solar panels to rechargeable batteries, to store the power for a later time (although that functionality may not be totally working as intended at the moment). Small Rechargeable BatteryNext on the list is the Small Rechargeable Battery. Connect it to a solar panel to charge up over time. You can then connect this to a switch or other electrical component to provide it with power. Simple lightOne obvious use of electricity is to keep the lights on in your base. Enter: the Simple Light. Mounted on a wall, the simple light provides a nice source of illumination when power is flowing. Laser detectorStepping into the realm of base defense, the laser detector is a gate which allows power to flow when someone has stepped in the beam. Pressure padIf you’ve always wanted a way to make doors less of a hassle, the Pressure Pad will surely interest you. Placed on the floor, this pad will allow power to pass though when a player is standing on it. This can easily be hooked up to door controllers to open doors automatically. Door controllerSpeaking of, the Door Controller allows for doors to open and close based on the source of power. When power is received, the door controller will open the attached door. When power is lost, it’ll close said door. SwitchThere have also been a number of switches and logic gates added for electricity. Most simplistic, the switch allows for power to pass through when in the on position and stops the flow of electricity when in the off position. And switchA slight variation of the simple switch, the And Switch will allow electricity to pass through only when both inputs receive power. Or switchSimilar to the And Switch, the Or Switch also has two power inputs. It, however, will allow electricity to pass through if either of the two inputs receives power. Timer switchThere is also a Timer Switch. As you probably can imagine, this switch will allow power to pass though for a period of time (around 10 seconds at the moment) and can be activated manually or via an active power input. SplitterNeed to spread the electricity around a bit? The splitter will be the tool of choice for you. With this device, you can split an electrical signal into 4 outputs. Keep in mind, this can only split power from a generator once, and can not split power coming from a splitter. BlockerAs the name implies, the Blocker can be used to block power. With 1 output and 2 inputs, the Blocker stops electricity from flowing if it’s receiving power from the other input. This can be utilized to set up some interesting situations, such as having lights turn on only when the sun has set.
  9. Rustafied

    Electricity is coming!

    12:00am EST - A new month of development is upon us and with it, electricity is on the horizon! Helk and team are in full swing to make this new dynamic a reality in the game. Let’s get into it… Electricity in progressA new branch called ‘electricity’ has been created this week. On it, we’re seeing many commits related to electrical components and detectors such as lasers, pressure pads, door controllers, and lights. There’s also been work on logic gate deployables like timers, splitters, conditional objects. All in all it appears as though the team is working towards having electricity in game in the very near future. It is not yet on staging, however, Helk told me he’s pushing to get merged in there as soon as possible. We’ll have a full write up on electricity shortly after this happens and keep you up to date throughout the month as it progresses. Balloon gibsVince has fixed some things around gibs for the new Hot Air Balloons. If you’re not aware, gibs are the little pieces objects break into when they are destroyed. Although the change doesn’t impact gameplay at all, you will notice some slightly different visuals when balloons get destroyed. Oil rig workVince is also working on the new offshore oil rig monument. Although we haven’t yet received any visuals related to this, it does appear as though some good progress is being made, meaning we may see this new monument in game as soon as December. Other stuffExposed NPC vending machines to SDK prefab list A ton more hidden commits (the suspense builds!)
  10. Rustafied

    SAM Site's are here!

    12:00am EST - We’ve got some interesting new air defenses entering the game this week along with a new Rowboat model and improvements to the Hot Air Balloon. Our update preview stream goes live at 3pm EST. Follow @Rustafied for news throughout the day. SAM Site addedWith the imminent addition of Hot Air Balloon, Helk has introduced a new form of air defense to the game this week. SAM Sites (i.e. surface to air missile sites) can now be spawned on the staging branch. They are in a very ‘work in progress’ state at this point, leaving much of the specifics up in the air (so to speak). At the moment, they target Hot Air Balloons and Chinooks, unleashing a relentless - and endless - barrage of rockets once locked on. Helk shared with me some plans for the future, so here’s the lowdown: It will be for sale (like at Bandit Town or Compound) It might also be a craftable item It will have a new ammo type (or types) The team is shooting to get this in for the update next week (along with the Hot Air Balloon) Keep in mind, this is all subject to change prior to going live. We’ll keep you posted as we get closer to the update. In the meantime, if you’d like to try this out on the staging branch (and you have moderator privileges), you can spawn one in using the following command: spawn sam_site Hot Air Balloon inflationAlong with a new ground effect, the Hot Air Balloon has had an inflation process added. Now instead of the balloon always being full, it starts off deflated completely. Once the ignition button inside is pressed, it’ll slowly fill the balloon up. When fully inflated, the Hot Air Balloon will start to float away. Expect more specifics on the Hot Air Balloon to come to light next week as we get closer to the update. New Rowboat modelThe Rowboat is no longer using a model purchased off the Unity asset store. Instead, it is now a custom created skin for Rust. It doesn’t appear as though any stats or functionality has been changed with the Rowboat, it simply has a new look. Impostors optimizationA new form of optimization is being worked on in the form of impostor meshes. Impostors are basically a lower polygon, 2d version of a 3d object. Using them can greatly reduce strain on systems, thereby improving FPS. Diogo is working on a separate branch at the moment, optimizing various impostors for trees. Although we can’t quite test the results yet, this could potentially improve performance greatly - especially on lower end computers. Other stuffA new style of Cargo ship is being worked on NRE fix for Scarecrows Fixed Scarecrow not re-equipping Sickle after throwing a beancan Tweaked Scarecrow take-damage modifiers Rustafied Halloween Event is this Saturday!We’re running a community Halloween event this Saturday, October 27th from 6pm to 8pm EST. Join us for some spooky games and awesome prizes (including 6 months of Platinum VIP on our servers!). Rustafied Halloween Event Saturday October 27th 6pm to 8pm EST
  11. Rustafied

    Hot Air Balloons and SAM Sites incoming!

    12:00am EST - Update day has arrived and we’ve got a new mode of air transportation, surface to air missiles, and a new type of Cargo Ship entering the game. As with all updates, a forced map wipe will occur when the patch goes live (no forced BP wipe). There is no set time for the update to hit, however, it tends to occur between 2pm and 5pm EST. Our update stream goes live at 3pm EST. Follow @Rustafied for news throughout the day. Hot Air BalloonsThe first ever mode of air transportation in Rust has arrived! Hot Air Balloons allow multiple players to float up in the air and travel around the game in a way never before possible. With roughly 16 spawning at a time on a normal (4k) map size, you’ll find deflated balloons randomly as you wander the landscape. Like Rowboats and RHIBs, the amount of Hot Air Balloons which spawn is changes based on the servers map size. To fly one, simply add some low grade into the fuel storage (look up when in the basket to access) and then hit the big red button to ignite. Once inflated, the balloon will lift off the ground and travel in the direct the wind takes it. Controlling where you go is a bit tricky as there is no steering per say. Instead, you’ll want to track the wind direction using the flags attached to the basket. As you go up, the flags tend to go in a clockwise direction. Once the flags are pointing where you want to go, kill the ignition. As you start to go down, the flags start going counter clockwise. To continue heading in the direction you want, you can toggle the ignition on and off to keep the flag pointed generally where you want to go. It appears the higher you get up, the faster the wind changes, making it harder to steer. As far as fuel consumption is concerned, it takes about 4 low grade to inflate the balloon initially and then costs roughly 15 low grade for each minute of ignition. Although there is only one slot to place fuel in on the top, there is a small wood storage (which looks like a stash) in one corner to hold extra fuel or any other goodies you collect during your travels. Once you’re air born, maintaining altitude and course isn’t all you’ll have to worry about. Along with the new SAM Sites targeting you (see more on those below), players are able to shoot you down with their guns - although not easily. Each bullet currently does about 5 damage. With a total of 1500 health, the Hot Air Balloon requires hundreds of bullets to be fully brought down just by guns. A SAM Site, on the other hand, does about 50 damage per hit, making them a much more viable way to take down this new form of air transportation. Thankfully, it is possible to repair the Balloon while you’re in it with a hammer and some cloth (5 cloth regains around 50 hp per hit). Keep in mind, like building blocks, there is a cool down period after damage is dealt before you can repair. As you’re flying around, you’ll want to avoid obstacles such as water towers, bases, and high tension power poles. Also keep an eye on that ignition, as it will automatically turn off after 60 seconds of being on. With regards to storing your Hot Air Balloon securely once you’ve got one, your guess is as good as mine. Although you can build around it, landing back inside said building is a very difficult proposition. You also can’t place code locks on any part of the Hot Air Balloon, so there isn’t any obvious way to lock people out. Your best bet might be just to set up a Turret to secure the area. Keep in mind, the Hot Air Balloon will decay over time when left outside, so you’ll want to keep an eye on its health. As with all first iterations of items to the game, balance, tweaks, and bug fixes are expected. We’ll keep this post as up to date as possible as said changes occur. SAM sitesTo balance out this newfound air superiority (overstatement? maybe…) Helk has added surface to air missile sites. Able to be purchased at the Compound for 500 scrap, SAM Sites can be deployed on foundations or floors and automatically target any nearby Hot Air Balloons. Using a new type of ammo to the game (see below), SAM Sites unleash a barrage of missiles at any nearby target. Shooting in bursts of 6, these sites lock onto targets in a 360 degree view. After a short reload time, they will continue to fire as long as the target is in range (which is a pretty long distance). It currently takes around 30 rocket hits to take down a Hot Air Balloon, and keep in mind, these are not homing missiles, so not every rocket fire results in a hit. Also, as with any new addition, these numbers are subject to change. SAM Sites have 1000 hp and can be destroyed with explosives, guns, and tools (with enough patience). They can also be repaired and picked up. Repair costs metal frags and hqm and heals 75 hp while picking up one damages the SAM Site by 350 hp. You’ll also find some static SAM Sites around as 4 have been added to the top of the building at Launch Site. If you damage them enough, they start smoking and stop functioning for a period of time. SAM AmmoNo SAM Site would be complete without a healthy dose of ammunition. SAM Ammo can be purchased right along with the SAM Site themselves at the Compound. 6 rounds will run you 75 scrap, but remember to stock up, because ammo goes fast with these sites. Unlike, the SAM Site itself, this ammo can be researched and crafted. Here are the details: Crafting cost 1 pipe 30 gunpowder Amount per craft 6 shells Crafting time 10 seconds Research cost 75 scrap Workbench required Level 2 Cost at Compound 75 scrap for 6 Cargo Ship changesThere have been some significant changes to Cargo Ships this update. Along changes to loot and the addition of a new below deck area, there is a completely new variation of the Cargo Ship itself! This new type of ship features Chinooks, tanks, and various different cargo on the deck. Below deck you’ll find find various new loot including an Elite Crate. In total, you’ll find 4 military crates, 4 square wood crates, 1 locked crate, and 1 elite crate on each Cargo Ship. The variant of ship which spawns is random each time the server event starts. Tactical Glove nerfTactical Gloves will be slightly less beneficial with this update as the aimsway reduction has been reduced from 100% to 80%. L96 nerfThe newest military grade gun has recieved a bit of a nerf this month. Along with decreasing its durability, Helk has increased the price of the L96 from 500 to 700 scrap at Bandit Town. New Rowboat modelThe Rowboat has a fresh new look as it is no longer using a model purchased off the Unity asset store. Instead, it is now a custom created model for Rust. A purely aesthetic change, the Rowboat still has all the same functionality as before. Other stuffHalloween drops / content disabled Pumpkins only have one season Jumpsuit model has been started New oil rig monument being worked on Alternative versions of the Cargo Ship are in process New Server: EU Medium IIIDue to popular demand, I’m happy to announce the launch of our newest server: EU Medium III. Like the other medium servers, this will feature a bi-weekly map wipe, 4k map, and 200 slots. If you’re looking for some fresh BP wipe action after the update, come check it out on the official list! Charitable Rust 2017: November 17th!For the fourth year in a row, we’re hosting our annual charity event, Charitable Rust, on Saturday, November 17th. With all the proceeds this year going to charity: water, we’re excited to blow our previous donation amounts out of the, well, water! Check out charitablerust.com for more information and view our trailer video below.
  12. Rustafied

    Charitable Rust: November 17th!

    November 17th will be this year's Charitable Rust event - mark your calendars! For the fourth consecutive year, we're putting on a 12 hour live stream event to benefit charity. All the proceeds this year will go to charity: water. If you're not familiar, they bring clean water to people in need. Did you know that 1 in 10 people lack access to clean water? We’re helping charity: water on their mission to change that. Charitable Rust will take place on a custom event server with slews of giveaways and prizes, along with a full day of action including PvP events, mini-games, parkour challenges, mazes, races, and much more. If you’re interested in streaming or promoting the event, please check out our press kit. Great Halloween event!A huge thank you to everyone who helped us stress test our servers for Charitable Rust by participating in our Halloween Event last Saturday. Missed our Halloween event and still want to help test? We opened the event server back up for people to mess around on, so hop in and check it out! connect 216.52.143.207:28088
  13. Rustafied

    Rust Halloween is here!

    2:30pm EST - The Rust Halloween event is currently on staging and set to go live tomorrow (Friday). With it comes some familiar murdering faces from previous years along with a ton of spooky new items. Our update preview stream goes live at 3pm EST. Follow @Rustafied for news throughout the day. Scarecrows!Similar to the Murderer NPC’s from last year’s Halloween, Scarecrow NPC’s have been added! Not only do they look cooler, they have more armor and better weapons. They also throw beancans and pitchforks at you with great velocity. As far as loot is concerned, these NPC’s - upon being killed - drop similar items to that of a barrel (minus the scrap). You’ll still find a couple of Scientist NPC’s in your travels, but it appears most of the have been replaced by these Murderers. Funny side note: the Scientists and Murders will fight and kill each other (which could be the cause of seeing less Scientists around). New itemsA slew of new items have been added for this event. Many are default blueprints, however, some you’ll have to buy in the item store or find in loot around the map. Keep in mind, much of this still needs a balance pass, so expect some things to change. Butcher knifeBasically a clone of the Bone Knife, the Butcher Knife is a cheap weapon which is good for throwing and harvesting. It is a default blueprint and costs 30 bones to craft. PitchforkSimilar to a spear, the Pitchfork has a long attack range and can be thrown at your enemies. It is a default blueprint and costs 300 wood to craft. Cursed CauldronAnother spooky form of campfire has arrived. The Cursed Cauldron emits a green glow and some bubbling noises when lit. It is a default blueprint and costs 100 wood to craft. Small Candle SetA cheap new source of light is here! The Small Candle Set only costs 100 wood and doesn’t require any fuel at the moment to stay lit. It is a default blueprint and costs 100 wood to craft. Large Candle SetLike the Small Candle Set, the Large Candle Set emits light with no source of fuel. It is a default blueprint and costs 100 wood to craft. A Barrel CostumeSome new attire has arrived with this Halloween event. The Barrel Costume allows you to dress like - you guessed it - a barrel. Vision is limited while wearing (think Heavy Plate Helmet) but it’s great for hiding as you can crouch and look just like a barrel placed on the ground. This item is not a default blueprint so it’ll probably go on sale on the item store sometime soon. SickleA clone of the Metal Hatchet, the Sickle appears as though it’ll be a tool for sale on the item store once the patch goes live. Fogger-3000Another item which is not a default blueprint, the Fogger-3000 looks and behaves just like a fog machine you’d rent from a party supply store. Running on low grade fuel, it creates a good amount of smoke and can be turned on and off. Graveyard FenceYou can now build your own graveyard with the trusty new Graveyard Fence. Not only can you demarcate where your dead are buried, these fences may come in handy during PvP. They stack to 10, can be deployed quickly, and allow you to shoot through the iron rods (most of the time). These are not a default blueprint at the moment so you’ll probably see them hit the item store tomorrow. Spooky SpeakerA new audio source, the Spooky Speaker emits random creepy sounds when on. No fuel or power required, but you can turn it off if you want a break from the maniacal laughs and what-not. It is a default blueprint and costs 100 wood to craft. Strobe lightWarranting a new seizure warning when you load the game, a strobe light has been added. It is definitely bright, and will potentially bring out your most epileptic of emotions. Along with being able to turn it on and off, you can also adjust the speed. This is not a default blueprint. Spooky soundsThe cherry on top of the spooky ambiance sundae occurs after the sun sets as several creepy ambient sounds have been added to night time. New warningWhen you open your game after the patch (or on staging today) you’ll notice a nifty new warning. Presumably to go along with the addition of the Strobe Light, you now seriously must watch out for seizures (seriously).
  14. Rustafied

    Hot Air Balloons!

    12:00am EST - An exciting new mode of transportation is on the horizon - literally! Hot Air Balloons are making their first appearance on staging this week along with a couple fixes miscellaneous fixes and such. Our update preview stream goes live at 3pm EST. Follow @Rustafied for news throughout the day. Hot Air Balloon on stagingThat’s right! The Hot Air Balloon is on the staging branch… technically. At the moment, it doesn’t do much other than float around after you spawn it, so much of its functionality is still in development. Spawned via the ‘spawn hotair’ command in console, the Hot Air Balloon quickly lifts into the sky, randomly travelling higher and higher until the inevitable POP! Just kidding, it just despawns. Of course, this is not its final form. According to Helk, the Hot Air Balloon will not only be available for purchase, you’ll be able to craft them too. Once in your possession, you’ll deploy, board, and take to the sky’s! Looking around the interior, you see a red ‘ignite’ button on one handrail along with some makeshift controls up top. How exactly you pilot this new vehicle remains to be seen. The cost and other specifics also remain to be seen. That said, the team is making some great progress on this, so I wouldn’t be surprised if they are fully inflated and ready to go come the November 1st update. As always, we’ll keep you posted with its development throughout the month. L-96 admireNewest weapon in the game, the L-96 has received its admire animation. Like all other weapons, simply press ‘b’ while holding one to see for yourself (after the November update that is). Cargo ship fixesAfter being added last week, the newest server event has gotten some expected fixes. Mainly, the developers fixed the trajectory of arrows when fired on the cargo ship during a turn. Hidden goings-onAs with the previous weeks, there have been tons of “This commit has been marked private, so it is hidden.” What exactly are the developers hiding? Although there are some rumors circling the community, there has been no official word from Facepunch on exactly what this body of work entails. Other stuffMore work on AI. Possible update to Unity
  15. Rustafied

    All Hands on Deck!

    12:20am EST - We’re at the halfway point of the development month for Rust and the team is cranking on this new server event. Our update preview stream goes live at 3pm EST. Follow @Rustafied for news throughout the day. Cargo ship progressThe primary focus for most of the team this week has been on the upcoming cargo ship server event. As you may recall, this large new vessel traverse the waters of Rust, stocked with scientists and loot. Players will be able to board the cargo ship, PvP, grab some loot, maybe engage a scientist or two, then depart with their plunder. A large percentage of the commits this week were towards the cargo ship branch, which is still not merged with staging. So although we can’t experience it in game quite yet, we can get a sense for some of what has been worked on. Along with handling the pathfinding of the ship itself, the team is tackling the extra level of complication added when you have what basically amounts to a large monument slowly moving around the map. Not only does it need know where the ship can and cannot go, it needs to track and match the velocity of all individual items (players, deployables, etc.) along with it. This can especially be challenging when you have to track projectiles such as thrown objects (which is still on the todo list). Long and short, some great progress is being made on this new server event and it’s likely we’ll see it in game for the October 4th update. In the meantime, Helk sent me a quick video of him running around the cargo ship: AI improvementsPål did some work on improving AI this week. Not only did he fix several errors and compile issues, he has made it so NPC’s now also support custom waypoint pathing instead of the default navmesh form of navigation. This will give the dev team the ability to set custom routes for NPC’s to navigate if they so choose. New plantsIt appears some new plants are on the horizon as Damian has been working on art and styles of a potato plant. Looking at the roadmap you can see Farming 3.0 is right around the corner, so expect it to become a large dynamic of gameplay in the coming months. Hidden commitsAnother week of sizeable amounts of hidden commits. What is hidden behind these commits? Is it optimization? Antihack improvements? A fundamentally shifting new gameplay dynamic everyone will lose their shit over how it will totally ruin the game and then get used to in a day of playing? Only time will tell… Other stuffGarage door easier to open/close when placed near ladder hatch Metal shop front exploit fix
  16. Rustafied

    Pumpkin Spice Rust

    Our update preview stream goes live at 3pm EST. Follow @Rustafied for news throughout the day. PumpkinsWell, they’re all over. The Sept. 6th update brought in a few changes to farming and food consumption including stackable pumpkins. In line with many earlier changes, the community was quick to pounce on this commit. People are replacing meds in their toolbars with pumpkins to effectively spam health and giving tons of seeds leading to pumpkin plants growing everywhere. This has led to many of our servers having tens of thousands of pumpkins floating around at any given time. The devs have released a server update to help limit the growth rate and therefore the availability. Clients and servers should see some improvements from the patch thanks to the growth change. Cargo ship progressEarlier today the feed filled up with cargo ship event commits. While we don’t know specifics and it’s not on the staging branch, it seems like Helk is hard at work on getting this event ready for the October 4th forced wipe. Check out our earlier update with some sneak peaks of the artwork. This commit has been marked private, so it is hiddenThis has been a popular commit as well… Looking forward to see what the devs are cooking! Other stuffUnderwear, burlap gloves, and tactical glove work done Unity 2018.2.7 New hemp models coming
  17. Rustafied

    Update incoming

    1:00am EST - Update day has arrived and with it some optimization, quality of life improvements, ai tweaks, and a new tool. Our update stream goes live at 3pm EST. Follow @Rustafied for news throughout the day. Smoke grenades addedA new item is here to help obfuscate views. Smoke grenades are now in the game and can only be purchased at Bandit Town for 10 scrap each. A handy tool, smoke grenades emit a large amount of - you guessed it - smoke. The smoke lasts around a minute and does a good job of obscuring the area. In the interest of performance, Helk has significantly lowered the amount of particles. He's also added a full grey-out effect when in the smoke to prevent anyone from being able to see out. Optimization / performanceAndre has focused a lot this month on improving client performance. Along with fixing some long standing issues with skin icons not loading, he has made it so all custom skins are downloaded with the game installation files as opposed to loading on the fly. He’s also working with various other elements to reduce client hitches and improve performance overall. Bandit town tweaksThe newest monument on the block has had some modifications this month. Not only has a recycler been added, Bandit Town guards have several new characteristics. They now react to explosives and smoke grenades plus they will apparently kill sleepers (although we haven’t seen this in action yet). Also, a couple new guards have been added and several exploits have been resolved. Hide signs option addedA great new option for streamers is available as a ‘hide signs’ option has been added to the escape menu. Hiding all custom painted signs, this feature may help streamers from inadvertently broadcasting offensive material. Decay changesYou’ll notice some changes to decay times across the board this month. The mailbox, search light, barricades, large furnace, furnace, small and large water catcher, repair bench, oil refinery and research table all decay much faster. Also, workbenches now decay after a long period. Farming and food shiftsThere have been some significant shifts to farming with this update. Not only do pumpkins and corn no longer have a condition, they now stack to 20. This means they have full health when harvesting and players are able to eat more quicker than before. Deployable placementBase design has gotten a bit more flexibility as deployables can now be placed on the shelf under the repair bench. Also, you can now place a small box under the BBQ. Other StuffRecycler can only be turned on or off by the player interacting with it.
  18. Rustafied

    QOL tweaks, additions, and more!

    Our update preview stream goes live at 3pm EST. Follow @Rustafied for news throughout the day. 2:30am EST - A rather slow week in Rust development and we’re seeing improvements to AI, tweaks to food, QOL additions that can be displayed. However, many larger changes are still not on staging to test before the monthly forced update week! QOL AdditionsAlistair has added the ability to place deployables on the repair bench. You are now also able to place a small box underneath the BBQ.    AI ImprovementsSome more forward facing AI tweaks this week include bandit guards taking action if a player is sleeping too long or if a smoke grenade is deployed. Food and Health tweaksCorn and pumpkin growth time has increased now that they are complete when you pick them. They can be stacked to 20 in your inventory including your hot bar for some pumpkin spam healing! With that in mind though, health over time takes much longer to convert to actual health. At this time we cannot display this effect until it is merged into staging. Stay tuned!    Other stuffSnow jacket name fixGraphical effect tweaksTons of work on Cargo Ship eventLots of additional upcoming work on AIMore work on L96 8x military-grade sniperTweaked cover points at MTTweaked spawn points at MTExperimenting with Scientists using thrown weapons
  19. Rustafied

    AI Improvements and more

    12:00am EST - Another week in Rust development and we’re seeing improvements to AI, tweaks to the newest grenade, progress on the cargo ship, and more! Our update preview stream goes live at 3pm EST. Follow @Rustafied for news throughout the day. AI ImprovementsPål is progressing on several improvements to both animal and scientist AI. This includes going dormant properly, awareness of thrown objects, avoidance of explosions, robust sensation data around explosions, and more. Mainly these improvements have been based around behavior, but some performance optimizations have also been made. Long and short: AI should behave better with less overhead. Smoke grenade tweaksAfter adding smoke grenades in last week, Helk has made a few adjustments. They will now stack to two, players can throw them farther, and you can’t use them underground. As you may recall from last week, smoke grenades last about 60 seconds, obscure the area they are thrown in, and can only be purchased at Bandit Town for 10 scrap. Cargo ship eventProgress on the newest server event continues this week as Damian and Vincent polish the art of the Cargo Ship. As mentioned in the devblog, this ship will sporadically circle the waters of Rust, giving players the opportunity to board, loot, shoot, and more. Damian said he’d send me some shots at some point today, so stay tuned for some initial images. Hapis 10Alistair is working on another iteration of the Hapis Island map. With a focus on polishing some areas up, he’s doing more fine tuned work this month with the intention of putting some large changes in next month for longer testing. Other stuffMore work on optimizationMisc Bandit Town fixes
  20. Rustafied

    Smoke grenades and optimizations

    12:00am EST - We’re near the halfway point for development this month and the team at Facepunch is working on fixes, optimization, and some new items! Our update preview stream goes live at 3pm EST. Follow @Rustafied for news throughout the day. Smoke grenadesHelk snuck a new item into the game this week. Smoke grenades can now be purchased at Bandit Town for 10 scrap each. They cannot be crafted and appear to only be obtainable at the weapon shop of the newest monument. A handy tool, smoke grenades emit a large amount of - you guessed it - smoke. The smoke lasts around a minute and does a good job of obscuring the area. Helk mentioned they may need a bit of optimizing, but thankfully there's time for that before they go live in game. Available at Bandit Town Cost 10 scrap Duration ~1 minute OptimizationAfter work last week on optimization of skin loading, the team continued to clean things up to improve performance. This week, among other things, Diogo and Helk removed allocations for garbage collections in a bunch of places. Given this appears to have been another source of stuttering in the game, players will hopefully experience much fewer issues come the next update. Skin icon fixesFor a while now, icons for certain skins haven’t been loading properly. Thankfully, that appears to be resolved this week after Andre has rebuilt all skin icons. He’s also fixed skinned mesh render bounds not always refreshing when rendering icons, which could lead to odd icon scales. Recycler improvementHelk has modified an annoying trait of the recycler. Instead of anyone being allowed to turn it off - which opened up for a lot of trolling around communal recyclers - only the user of the recycler may now operate it. Cargo ship progressVince and Damien have continued their work on the art to go with an upcoming server event, the Cargo Ship. As described in the roadmap, the Cargo Ship will occasionally circle the map in Rust, allowing players to approach and board to battle scientist NPC’s and each other to secure loot. No visuals from the team on this yet, but it does appear to be a priority to get in for this months update. More on this as work progresses in the coming weeks. Other stuffRecycler added to Bandit Towninventory.give now takes item condition as an optional third parameterIcon for supply signal has been updated
  21. Rustafied

    L96 and Cargo Ship

    12:05am EST - It’s a fresh month for Rust development and after a successful update last week, the team is working on a new weapon, a new server event, some tweaks / bug fixes, and best of all, optimization! Our update preview stream will go live at 3pm EST. Follow @Rustafied for more news throughout the day. Let’s get into it... L96 IncomingA new weapon is on its way. The L96 is a military grade sniper rifle which features an 8x scope. Tom completed the model, materials, and collision mesh this week, checking off an important milestone in seeing this in game. The specific details of this weapon won’t be defined untill actual implementation. That said, there are a couple of likely possibilities: It probably won’t be craftable, will very likely use 5.56 ammo, and will only be obtainable through very few means (maybe a server event). No set date for when we’ll be able to play around with this new weapon in game, but I wouldn’t be surprised if it makes its way in for the update next month. As always, we’ll keep you posted on the progression. In the meantime, here's what the model looks like. Check out Tom's ArtStation page to see more. Bandit town tweaksRust’s newest monument - after a successful launch last week - has received a couple tweaks. Specifically, Bandit guards are now more reactive to explosives. Also, guards have been added to the base level of the dredge. Skin optimizationAndre is playing around with how custom skins are loaded. Previously, they would just be loaded on the fly as they showed up in game. This was not ideal as it caused many clients to continually lag out in game. This problem has been compounded over the last months due to the sheer number of skins added each week. Thankfully, Andre has switched it to simply include all skins in the main install of the game. Although this will cause for a larger install file, it should help significantly with stutter issues in game. Cargo ship eventVince and Damien are working on the art to go with an upcoming server event, the Cargo Ship. As described in the roadmap, the Cargo Ship will periodically circle the Rust island, carrying scientists and equipment, allowing players to approach and board to battle each other and secure loot. I asked Damien for some sneak peeks but he said he'd rather hold off another week for something more concrete to show off. No word yet on when this’ll make it into the game, however, given it’s top on the “Now” list of the roadmap - I’d say it’s likely to happen sooner rather than later. Other stuffFixed RHIB glitchy visuals under shader level 300Fix for ambient soundsFixed boats decaying while in use
  22. Rustafied

    Bandit Camp is here!

    Update day has arrived, and with it, some great new additions to the game. Along with the amazing looking new monument, Bandit Camp, we’ve got a new compound bow, swamps, the rigid hulled inflatable boat, underwater vegetation, puzzles on Hapis, and more! Our update stream goes live at 2 PM EST. Stay tuned to @Rustafied for news throughout the day. Bandit CampThe newest monument in Rust has finally arrived and it looks spectacular. Shrouded in a permanent layer of fog, Bandit Camp (as it’s labeled on the map - not ‘Bandit Town’ as previously referred to) provides a semi-safe zone for players to trade, purchase goods, and even gamble. Although it doesn’t feature any loot or puzzles, Bandit Camp introduces different gameplay dynamics and a fresh new atmosphere to Rust. Please note, this is an initial implementation so things are subject to change. Also, Bandit Camp does not appear on every map - try a new seed if it’s not showing up on your server. Below you'll find an overview video, pictures, and explanations of the different aspects of Bandit Camp. Bandit Guards One thing you’ll notice upon entering Bandit Camp is the armed guards scattered about. Although these guys aren’t dressed like the scientist NPC’s you see around the Compound, they do behave in a similar manner. They are there to keep the peace and will eliminate any one in the area who attacks them or other players. Unlike the Compound guards, these bandits don’t mess with you for just having a weapon out. Referred to as a ‘soft-safe zone’, the majority of this new camp permits wielding weapons, looting bodies, and even killing others (as long as the guards don’t see you). Also, if you do happen to get caught and killed by a guard, there is no cooldown for re-entry - you can simply come back without getting attacked again. Gambling A completely new dynamic has been added with Bandit Camp: Gambling! Taking place in one room (in the second floor of the biggest building), roulette can now be played by up to 6 people at a time. To play, simply sit down at one of the chairs in front of the big wheel and interact with the metal console on your side. A countdown timer runs for 45 seconds prior to the wheel spin, giving you time to place your bets. Using scrap as currency, you can place your bet on any one of the 5 options (each with different odds and payouts). As you may expect, security is a bit higher in the gambling area. In fact, throughout the entire building there is a safe zone similar to that of the Compound - no brandishing weapons or any violence of any sorts is permitted. Failure to follow these rules will result in your switch execution and a cooldown period before you’re welcome to return.   NPC Shops Also introduced with Bandit Camp is NPC shopkeepers. With 4 shops total, this new attraction allows you to buy a variety of goods. To purchase something, simply walk up to one of the shop fronts. You’ll be greeted with a friendly wave from the shopkeeper. Press ‘E’ when looking at the NPC and a buy menu will show up. Here’s a list of what’s for sale and the prices of each item. Also note, only 1 person can buy from the a shop at once - so wait your turn! Other stuff There’s also a recycler and research table in Bandit Camp. Abandoned CabinsBandit Camp isn’t the only new landmark on the map this week - abandoned Cabins have been added to maps also. This small monument tends to appear once per map seed and features some low level loot along with a green card on a desk (in the second floor of one of the cabins). Like the Bandit Camp, you can’t build in anywhere in this area. SwampsAlso added to the map, two new swamp areas will now randomly spawn on procgen. Similar to the ice lakes in the arctic biome, players can build anywhere in these areas. With the same feel as the Bandit Camp and Abandoned Cabins, these new areas greatly add to the contrast of procedural map generation, and they provide some loot too! Compound bowA new generation of bow has arrived! The Compound Bow is a low tier weapon and default blueprint which packs quite a punch (when used correctly). Similar to the hunting bow, you simply aim and pull back on the string to fire. Unlike the hunting bow, you can hold the string back on the compound bow to gain strength. Hold the string back and take aim and you’ll see a strength meter will show up just under the iron sights. As the meter goes up, so does the velocity and damage of the arrow you’re firing. Here’s the catch though: if you move at all while priming the bow, the strength resets to zero. Damage wise this bow yields less impact on HP than the hunting bow at minimal strength. That said, priming the bow to full strength has devastating results on opponents, with the ability to down a geared player in one shot. Here are some details and pictures: Cost 100 Wood 75 Frags 2 Rope Ammo Arrows (duh) Blueprint Default Workbench Level 1 required Rigid Hulled Inflatable BoatsHelk has added spawns for the newest type of Rust watercraft, the Rigid Hulled Inflatable Boat (or RHIB for short). Originally planned as a server event where players must battle scientist NPC’s to commandeer this vessel, these boats will be found just like the rowboats are - for this month at least (the server event is still planned in the future). With 5 RHIB’s spawning on a map at a given time, they feature seating for 6, 1000hp, a small wooden storage, and a speed much greater than that of the rowboat. Enjoy these while you can because August will probably be the only month where you can simply find them along the shore. Plant informationGone are the days of guessing how far along your crops are or if they are properly hydrated! Farmers of Rust have gotten a powerful new tool as Helk has added an information panel when looking at items which have been planted. This panel includes the plants age, progress, hydration, and yield percentage. Underwater vegetationDiving in Rust has gotten a bit more interesting this month as Vince added a slew of new underwater vegetation. Mixed in with the already existing underwater loot, this new aquatic foliage makes the murky depths of Rust look much more lush. Hapis puzzlesAlistair has completed the first round of work at adding puzzles to the Hapis island map. Similar to those of procedural maps, these puzzles require the proper color key cards to access the subsequent loot. Currently there are puzzles at Military Tunnels, Site B, Water Well, Refinery, and Loading Dock (no puzzles at Launch Site yet). This is a first iteration, so don’t be surprised if you see changes or more puzzles added to Hapis over the next month or so. Compass improvementsThe HUD compass, added last month, has been polished a bit for this update. It still functions the same, but you’ll notice it looks a bit better. Other thingsStreamer mode now works on the team list.ESP disabled for team members (must have line of sight to see green dot)Added team member names overtop of map indicatorsYou are here marker always displays ontop of team markersFixed corpse warnings / NREs from 27668Potential fix for silly macOS+AMD MRT blending bug/unity_2018.2.0Fridge exploit fixWaterjug bug fixRiot helmet LOD clipping fix RUST-48RUST-41 Fixed see through gap between single sheet metal door and doorwaysRUST-42 Fixed food crate spawner max per tick value being over the topRUST-39 Attempting to fix fallen logs blocking APC pathing at LS by making building topology wider on terrainRUST-54 Section of LS ladder cannot be climbed (missing volume)RUST-115 Fixed inaccurate colliders on powerline baseRUST-110 Fixed out of bound exploit at MTWire barricades no longer damage players through floorsWire barricades slightly easier to place on rough terrain
  23. Rustafied

    Bandit Camp Preview!

    Here is a small preview of the Bandit Camp that is expected to go live with the 8/2 update! Our full update post will be up later today! NPC's selling various items are found throughout the bandit camp. A few of the items available in exchange for scrap. The roulette wheel for betting. Seats at the betting terminals. Placing a bet using scrap with the terminal. Results of said bet. Winnings were "easy come, easy go". It's possible to get a hot streak then lose it all just as quickly.
  24. Rustafied

    Compound Bow on the way!

    12:26am EST - With just one week before the big update, we’ve got a new type of bow on the way! Our update stream goes live at 3pm EST. Follow @Rustafied for news throughout the day. Compound BowA new type of weapon is almost here! The initial implementation for the Compound Bow is in progress on a separate branch. Although we can't test it out in game yet, Helk shared some details with me. The Compound Bow builds strength as you pull back on the string. The longer you hold, the more damage your arrow will do (and the farther it’ll go). It has a strength meter directly under the iron sights to show how hard you are pulling. This meter will reset if you move, so only those standing still will be able to fire a full power shot. We’ll update this post with all the pertinent information once the branch is merged in and we can test it out. Plant informationFarmers of rust just got a powerful new tool. An information panel has been added when looking at items you’ve planted. It includes the plants age, progress, hydration, and yield percentage. Now you no longer need to guess how far along your crops are or if they need water. Bandit town guardsWork this week has started on guards for the upcoming Bandit town monument. This new monument, set to be added next week, plans to be the ying to the outposts yang. What does this mean exactly? Based on what Helk has shared with me, the Bandit town guards are basically like the Scientists at the Outposts, but they look like normal people. Although there won’t be a ‘safe zone’ per say, these guards will engage people who fuck around. As with all in progress functionality, all this is subject to change prior to going live next week. Underwear art assetsIt looks like a new article of clothing may soon be making its way into the game. Underwear art assets have been committed by Taylor. No word on exactly how or when this will be added, but as always, we’ll keep you posted.
  25. Rustafied

    RHIB Event and more.

    We’re at the halfway point for Rust development this month and the team is working on new functionality. Our update preview stream goes live at 3pm EST. Stay tuned to @Rustafied for news throughout the day. RHIB event progressHelk is building out some AI for new server events, the first of which being the Rigid Hulled Inflatable Boat (or RHIB). After being partially implemented last month, the RHIB now has fuel and engine functionality, along with with some fixed issues with collision. Although not fully flushed out yet, it is expected this event will occur at certain intervals on each server, and feature scientist NPC’s traveling across the water in the RHIB. Players will then be able to engage the NPC’s in an attempt to take control of the RHIB. Larger than the rowboats found along the shore, the RHIB seats up to 6 people, has a small wood storage, 1000 health, and moves much faster. It is unknown at the moment as to exactly how many NPC’s will be on each boat, how hostile they’ll be to other players, or exactly how often they will show up. As always, we’ll keep you posted as this functionality is built out. Procgen nativeAndre has continued his work on the procgen native branch. As with most commits with the word ‘procgen’ in them, this project will likely involve some tweaks / changes to terrain generation in the game. Still a little shrouded in mystery, it’s not completely clear what exactly or how significant these shifts may be. That said, I do have a hunch it’ll include the new swamp areas coming with Bandit town (and maybe some changes to river placement). Bandit townSpeaking of Bandit town, work continues on the art and implementation of this newest of monuments. Expected to go live with the next update on August 2nd, this new location will not only be visually stimulating, but stands to have some new gameplay dynamics interjected with it.

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